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New Maps in 1v1 Pool - Page 57

Forum Index > SC2 General
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Cibron
Profile Joined March 2010
Sweden253 Posts
Last Edited: 2011-02-28 10:23:05
February 28 2011 10:04 GMT
#1121
+ Show Spoiler +
On February 28 2011 15:23 N3rV[Green] wrote:
One of the worst things I have seen out of this whole thing is the explanation that blizzard gave on their reasoning behind their new 1v1 maps.

About slag pits, they bring up metalopolis being a favorite of players, and said that slag pits was meant to be a similar layout to metal but "more macro based". Metal has MORE expansions than slag pits and LONGER rush (not by much its still pretty nasty on metal) in close positions. What you call a "more macro based map" than metal is not. You are straight up not giving the truth.

Slag pits a "macro heavy" map my ass blizzard, there is no 3rd base for people to take. Is 2 base vs 2 base a macro game blizzard? And if that is your definition of macro play please go talk to some actual pro gamers about their feelings on what a macro map really is.

Slag pits is NOT a macro based map. I'm sorry blizzard. And for the record, just stop throwing rocks on anything that might be nice as a 3rd base, it's not something ANYbody likes.

There was a response from blizzard on their decision making process for the ladder map changes. All it does is further show the complete lack of understanding that blizzard has for what good maps are. You have really screwed up here blizzard, please take action for your failure.


(4)Shakuras Plateau

This map we decided to remove for a different reason. There isn't a huge problem with this map, but we felt there aren't enough interesting features of this map. The natural expansion is easy to take and defend; there are only two possible attack paths only one of which is generally used, and main bases aren't easy to harass. For a change, we wanted to replace this relatively plain map with something new.


This is what you said.

First problem. "Interesting features" WTF are these and how do they make games on shakuras worse? There is no justification. And for your notes blizzard, most people HATE rocks all over the map. We really, really hate them.

Second problem. " The natural expansion is easy to take and defend" How could this possibly be a bad thing when many people are complaining and you acknowledge that people complain about 1 base allins and close distances. This "map feature" makes for MUCH more interesting games.

Third problem. " there are only two possible attack paths only one of which is generally used" Where is this data taken from? Are all the games you look at 2 base vs 2 base? Do NONE of the games go to full on half map vs half map? Off the top of my head, in a late game situation on that map there are the top and bottom hallways, the middle path, and the top and bottom debris blocked paths in the middle. That looks to me like 5 different paths of attack, not to mention drop routes. Ok nevermind I'll add the drop routes to make around 9 different attack paths possible in a late game situation. This statement from your map team is false, do you stand behind false information?

Fourth problem. " main bases aren't easy to harass" Again a false statement from you blizzard, where do these come from? There is a backdoor into your main base, the main is relatively large with many pockets for dropping unnoticed, at least three paths different paths for reapers to enter any of the mains, and a mineral line with space behind it to hide a banshee out of range from the edge from hydras or stalkers. There is nothing about this map that shows the mains to be "difficult to harass"

Lastly you call it a "Plain map" the day after one of the greatest games of the GSL in entirety took place ON shakuras plateau.

These are two posts I made on the battle.net forums, I encourage other's to go and post on their sticky about the new maps. Pretty sure it has a better chance of being read there than here. But I thought there were some good points in here to bring over to TL xD


I agree 100%.

The main problem is that Blizzard focuses too much on early play and not enough on fully developed 3+ base play. This is very obvious when you look at the maps blizzard has supplied us with: SoW, BS, Desert Oasis, DQ, Scrap etc.

The second problem is the choice of destructible rocks placement. Why do they insist on placing destructibles in the main? I actually like the rocks-feature on certain maps because it doesn't stop you from expanding safely, but BS type of rocks are HORRIBLE. All you do is units units units.

I also think the number of bases is quite limited on most 1v1 maps. Why not make a 1v1 14base map?

EDIT: Found this interview that confirms blizz thoughts about 2base play. They seem to believe 2bases vs 2base is the "peak" of macro play.

http://www.gosugamers.net/starcraft2/news/10882-a-closer-look-on-the-1on1-maps-of-starcraft-2
ZOMGY (¬O_o)¬ || BeastyQQ FTW!! ||
Galek
Profile Blog Joined December 2010
Poland234 Posts
February 28 2011 10:28 GMT
#1122
I'm actually curious why they didn't put Crossfire into the map pool, this was Blizzard made map wasn't it?
MagmaRam
Profile Joined October 2010
United States395 Posts
Last Edited: 2011-02-28 10:32:05
February 28 2011 10:30 GMT
#1123
I ran Slag Pits through the Map Analyzer (to find out how small the rush distance on close positions is), and I found this out: The mains are different in size. Specifically:

[image loading]
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-02-28 10:32:59
February 28 2011 10:32 GMT
#1124
On February 28 2011 19:04 Cibron wrote:
The second problem is the choice of destructible rocks placement. Why do they insist on placing destructibles in the main? I actually like the rocks-feature on certain maps because it doesn't stop you from expanding safely, but BS type of rocks are HORRIBLE. All you do is units units units


The only map where rocks made partially sense was shakuras - rocks in the middle of course, not in the main!

These rocks really only serve the purpose of what Blizz strangely thinks all rocks do: opening "alternative attack paths". Once the rocks in the middle are destroyed, pokes against the third/fourth expansions are possible as well as flanking moves. Still they don't break match-ups and don't allow for ridiculous timing pushs.

It's really a bit of a sad irony, that this rock-placement happens to be on a map that had been removed. Rocks on the new maps are mostly bad, especially those at typhon where you can gat a scrap-station-like feeling when spawning vertically.
"You see....YOU SEE..." © 2010 Sen
DropTester
Profile Joined April 2010
Australia608 Posts
February 28 2011 10:32 GMT
#1125
I really dislike the new maps alot, it seems that playing macro games are so much harder.
I dont understand the reasoning for naturals behind all the ramps, how are you supposed to expand vs a zerg without just making a huge amount of units, even though its hard to defend runby's because of the distance between the ramp and the expansions?
and then it also in turns makes one base all ins so much harder to defend for zerg.

I prefer the gsl maps or even the old maps over this.
eluv
Profile Joined August 2010
United States1251 Posts
February 28 2011 10:37 GMT
#1126
So having just played on Typhon, I have absolutely no idea what they were thinking in that map. I play T, and pushing through the rocks in close position is absolutely ridiculous. I don't think Z stands a chance against a 2-base mech push in close spots.
"Yes I fucked my way to the GSL partnership" - Sundance
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-02-28 10:49:27
February 28 2011 10:47 GMT
#1127
On February 28 2011 19:37 eluv wrote:
So having just played on Typhon, I have absolutely no idea what they were thinking in that map. I play T, and pushing through the rocks in close position is absolutely ridiculous. I don't think Z stands a chance against a 2-base mech push in close spots.


Thanks for your honesty, at least you are not one of those "blah l2p"-terrans.

I'd like to further point out, that the rocks are MUCH worse than on scrap station because of the location of the expanion. On scrap station the expansion was "hidden" in the back, so there was no way to actually do damage right after breaking down the 2nd layer of rocks. On typhon however you are directly in front of your opponents base, he is forced to push into it or lose the expansion.

Also on scrap station it was at least possible to attack from both sides and get a good concave. On typhon such a positioning is much harder.
"You see....YOU SEE..." © 2010 Sen
GriMeR
Profile Joined February 2010
United States148 Posts
February 28 2011 10:59 GMT
#1128
I think it would be very open and wise of blizzard to add the GSL maps to the pool. ID be very pleased with that decision.
"Now let's have coffee and discuss the bunker build time!" "I'm still kinda on the fence about it Dustin, we can't make changes like these on a whim" "Agreed, agreed ... what do you think David?" "Hmmm what? ... I mean, o yeah, Terran definitely seems
Angelbelow
Profile Joined September 2010
United States3728 Posts
February 28 2011 10:59 GMT
#1129
On February 28 2011 19:28 Galek wrote:
I'm actually curious why they didn't put Crossfire into the map pool, this was Blizzard made map wasn't it?


this is a good point... seems like a no brainer...
You may delay, but time will not. Current Music obsession: Opeth
NeonFox
Profile Joined January 2011
2373 Posts
February 28 2011 11:11 GMT
#1130
The only map that I liked out of all the new ones is shattered temple, great map even if the two towers where better than the only one now. The others have 20 different paths into your natural huge entrances and the close positions are ridiculous.
gnutz
Profile Joined November 2010
Germany666 Posts
Last Edited: 2011-02-28 11:38:32
February 28 2011 11:37 GMT
#1131
I stopped laddering because i can't resist the feeling "I MUST 4-GATE" and therefore only lose horribly.

Actually Shattered Temple also is a joke. Because it's 33% free win versus Zerg (as always, lol) and 66% of auto-loose, because you just can't go in the middle.
Mr.Brightside
Profile Joined October 2009
Australia317 Posts
February 28 2011 12:15 GMT
#1132
The reasons for removing shakuras was the direct opposite of what happens on it when I play. I attack through the back corridors with the rocks (effective for surprise or flanking attacks, even breaking out of a contain at your natural) and I also get harassed to shit even if the rocks aren't down. Did they make this decision without seeing a game played on it?
"Makin' Pylons, Makin' Probes, Fightin' Round The World" - Russell Crowe
Deadlift
Profile Blog Joined June 2009
United States358 Posts
February 28 2011 13:16 GMT
#1133
On February 28 2011 16:48 Markus138 wrote:
Show nested quote +
On February 28 2011 15:30 drcatellino wrote:
I tend to think whatever maps Blizzard will release, no one here is gonna be happy.


exactly. You know why? Because we need the tournament map pool not some blizzard maps nobody cares about. That means: Only iCCup & GSL maps in the Ladder pool. That's only way I would be satisfied.


Fact: The vast majority of SC2 players only care about Blizzard maps because that is what you can play on the ladder.

People really need to stop assuming GSL and iCCup maps are better just because of the name associated with them.

How about you actually play the new Bizzard maps for a few days before complaining about how terrible they are?
Kafkaesk
Profile Joined April 2010
Germany140 Posts
February 28 2011 13:30 GMT
#1134
Just played a ZvT on Slag Pits, close position.
It was like impossible to stop mass helions, the natural is quite far away from your choke, the positions are ridicously close, and i couldn't even get roaches out in time to stop his helions.

And this is the new "macro heavy metalopolis"?
RaiZ
Profile Blog Joined April 2003
2813 Posts
February 28 2011 13:32 GMT
#1135
On February 28 2011 20:37 gnutz wrote:
I stopped laddering because i can't resist the feeling "I MUST 4-GATE" and therefore only lose horribly.

Actually Shattered Temple also is a joke. Because it's 33% free win versus Zerg (as always, lol) and 66% of auto-loose, because you just can't go in the middle.

You know 4 gates isn't the only viable strat right ? Be a man, and perfect the others strats because there are shittons and all viable.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
February 28 2011 13:44 GMT
#1136
Personally I feel TvT and TvP is fine on any map so I will only comment on TvZ now that I have tried the maps some more.

Overall Backwater Gulch is a really fun map TvZ because the map is infinity good for terran in all stages of the game. I find myself only hurting zerg a little in the early game so I can put a shitload of tanks on those ridiculous high ground spots later on, break the rocks to his expand and win that way... Terrible for zerg.

Slag Pits looks very boring and the expand is hard to hold... I lost some to zerg cross map but close spots it feels easy but only played cross map so far.

The shattered Temple is a cool map for TvZ. In close positions I feel like I can win easily. However on close air spots I feel it's a bit hard to win in theory.

My theory is that on in cross map I can go through the rocks and go for half map each style, for example if I spawn 6 I go through rocks to 3 and try to take bases over there. Playing really defensive style with a lot of mech and turrets kinda like Jinro did against Idra on Terminus and when I attack I have tanks on high ground from 3 o'clock base, maybe even drop stuff on that little plateau and do a slow push that avoids the middle.

In close air spots I feel like I need to expand in one direction and attack in another and I feel like it can be tricky indeed and I will go for stuff like fast blue flame and stuff in those spots trying to get ahead using a good build and taking a few chances... Overall quite interesting map. but stupid balance wise

Typhon peaks is exactly the same as Shattered Temple in close spots... Pushes through the rocks feels very strong. Feels fairly balanced in the far spots


gnutz
Profile Joined November 2010
Germany666 Posts
February 28 2011 13:49 GMT
#1137
On February 28 2011 22:32 RaiZ wrote:
Show nested quote +
On February 28 2011 20:37 gnutz wrote:
I stopped laddering because i can't resist the feeling "I MUST 4-GATE" and therefore only lose horribly.

Actually Shattered Temple also is a joke. Because it's 33% free win versus Zerg (as always, lol) and 66% of auto-loose, because you just can't go in the middle.

You know 4 gates isn't the only viable strat right ? Be a man, and perfect the others strats because there are shittons and all viable.

Please try to think about my post. I only 4 gate ON THE NEW MAPS, because it is like impossible to wall off, or 4 gate is just too good (on backwater).
If it is impossible to wall in an expansion even with 3 Gate Expand, you have nearly no other choice than doing 1 base all-ins, especially if the 3rd also is impossible to get.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
February 28 2011 13:52 GMT
#1138
On February 28 2011 22:49 gnutz wrote:
Show nested quote +
On February 28 2011 22:32 RaiZ wrote:
On February 28 2011 20:37 gnutz wrote:
I stopped laddering because i can't resist the feeling "I MUST 4-GATE" and therefore only lose horribly.

Actually Shattered Temple also is a joke. Because it's 33% free win versus Zerg (as always, lol) and 66% of auto-loose, because you just can't go in the middle.

You know 4 gates isn't the only viable strat right ? Be a man, and perfect the others strats because there are shittons and all viable.

Please try to think about my post. I only 4 gate ON THE NEW MAPS, because it is like impossible to wall off, or 4 gate is just too good (on backwater).
If it is impossible to wall in an expansion even with 3 Gate Expand, you have nearly no other choice than doing 1 base all-ins, especially if the 3rd also is impossible to get.


exactly.


also alot more people need to know about the patch&map talk by catz and several other pros
http://www.justin.tv/rootcatz/b/280412952 which mostly said the same thing.

maybe this even should be in the OP. im sure many people are interested in hearing some discussion about them maps.
life of lively to live to life of full life thx to shield battery
koveras
Profile Joined January 2011
163 Posts
February 28 2011 13:55 GMT
#1139
Does blackwater gulch have fixed positions?
“That’s amazing everyone ‘Likes’ my status but you, you’re my wife. You should be the first one to ‘Like’ my status.
branflakes14
Profile Joined July 2010
2082 Posts
February 28 2011 13:56 GMT
#1140
How does the faster scouting on Slag Pits feel? I mean, those close positions mean you'll get fast as fuck scouting if you're in close positions. Surely that means you've got more time than ever to react.
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